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3D Graphics Rendering Cookbook

You're reading from  3D Graphics Rendering Cookbook

Product type Book
Published in Aug 2021
Publisher Packt
ISBN-13 9781838986193
Pages 670 pages
Edition 1st Edition
Languages
Authors (2):
Sergey Kosarevsky Sergey Kosarevsky
Profile icon Sergey Kosarevsky
Viktor Latypov Viktor Latypov
Profile icon Viktor Latypov
View More author details
Toc

Table of Contents (12) Chapters close

Preface 1. Chapter 1: Establishing a Build Environment 2. Chapter 2: Using Essential Libraries 3. Chapter 3: Getting Started with OpenGL and Vulkan 4. Chapter 4: Adding User Interaction and Productivity Tools 5. Chapter 5: Working with Geometry Data 6. Chapter 6: Physically Based Rendering Using the glTF2 Shading Model 7. Chapter 7: Graphics Rendering Pipeline 8. Chapter 8: Image-Based Techniques 9. Chapter 9: Working with Scene Graphs 10. Chapter 10: Advanced Rendering Techniques and Optimizations 11. Other Books You May Enjoy

Rendering a Dear ImGui user interface with Vulkan

In Chapter 3, Getting Started with OpenGL and Vulkan, we demonstrated how to render the Dear ImGui user interface using OpenGL in 200 lines of C++ code. Here we try to transfer this knowledge to Vulkan and complement our existing frame composition routines. Even though fitting the entire Vulkan ImGui renderer into a few hundred lines of code is definitely not possible, we will do our best to keep the implementation reasonably compact for it to serve as a good teaching example.

Getting ready

It is recommended to revisit the Rendering a basic UI with Dear ImGui recipe from Chapter 2, Using Essential Libraries, and also recall our Vulkan frame composition scheme described in the first two recipes of this chapter.

This recipe covers the source code of shared/vkRenderers/VulkanImGui.cpp.

How to do it...

Let's take a look at the minimalistic ImGui Vulkan renderer implementation, which takes the ImDrawData data structure...

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